A better means of determining these crucial elements would have been welcome. It works, but it's not as intuitive as the rest of the game's interface. The color of the surrounding tiles indicates the amount of cover provided by or from a particular location. To see where your merc can see, as well as where he can't be seen, you simply hold down a hotkey and drag the cursor around. Unfortunately, the new color-coded line of sight and cover overlays aren't as helpful as you might like them to be. Noticeable indications of your mercenaries' weapon range and line of sight as well available cover have always been sorely unavailable in previous Jagged Alliance games, and the developers have finally included them. The turn-based combat in Unfinished Business is great, and the new features are welcome, if a bit poorly implemented. In Unfinished Business, you'll rarely even have a choice of which sector to attack next. But the ultralinear structure of Unfinished Business may seem less appealing to fans of Jagged Alliance 2's more open-ended gameplay. In this way, the designers have opted to focus on the combat, admittedly the best part of the game. Otherwise, in Jagged Alliance and Jagged Alliance 2, you needed to train militia to protect key sectors that provided a source of income to fund your invasion. It's billed as a promotional deal from the mercenary agencies, but it's really just a gameplay device to make money management a nonissue - at least at first. When you first hire mercenaries in Unfinished Business, you pay their whole fee up front. You'll also find money, but it won't matter at first. But for the most part, you'll hobble through the first few sectors with increasingly wounded and tired mercs under your command. You'll find people willing to help, and you'll find equipment left behind by fallen opponents. For the first half of Unfinished Business, you're stuck with your initial team and equipment. A helicopter crash in the game's opening sequence disables your laptop, initially removing your ability to communicate with your employers and mercenary agencies. You are given a lump sum at the beginning of the game, you hire a bunch of mercenaries, and you head out to Tracona. Unlike in Jagged Alliance 2, in Unfinished Business there's no need to manage money and militia in a strategic overview between all the mercenary gunfights. You must get a team of mercenaries together, infiltrate Tracona, and disable the missile base. Now, the original owners of Arulco's lucrative mines have returned and have established a missile base on the nearby island of Tracona. When Jagged Alliance 2 ended, Arulco was free from its tyrannical leader. In Unfinished Business, you are once again called upon to help the struggling island nation of Arulco. The result is a game that is as entertaining as it is frustrating. From the moment it begins, you are outgunned, outnumbered, and overwhelmed - and it only gets tougher as it goes on. Jagged Alliance 2: Unfinished Business avoids this problem - by making the entire game incredibly difficult. The original Jagged Alliance and its sequel had one major fault in common: They both had endgame sequences that were far more difficult than anything leading up to them. Otherwise, the game retains many of the same great qualities of its predecessor - but it also inherits some of its problems and introduces some new ones. The core turn-based tactical combat between squads of mercenaries is still intact, though many of the noncombat elements have been stripped away and a few new gameplay features have been added. Jagged Alliance 2: Unfinished Business is neither a sequel nor an expansion, but a budget-priced stand-alone product that continues the story of the excellent 1999 strategic role-playing game.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |